Computer games having variable execution dependence with respect to spatial properties of a mobile unit.

ABSTRACT

Devices and articles generally configured as double shoulder strap systems for supporting loads to be carried at ones side are presented. Dual shoulder straps are arranged to cooperate with the human body shapes and human body motions for aiding in carrying heavy loads at ones side or hip. A first strap, a proximal strap is arranged with a special shape in view of the loading direction placed upon the strap and the shape of the should onto which the strap lies. A second strap, a distal strap similarly is arranged with consideration for the loading direction and shape of the should upon which it is intended to lie. The straps are coupled together at a sewn joint with particular care for properly transmitting force evenly. The proximal strap is adjustable in length whereby its position in relation to the distal strap may be changed. A second adjustment is made whereby the positions of the two straps together are adjusted at once. Finally the system is terminated in quick release clips to allow easy fastening and unfastening from various sorts of objects or loads.

BACKGROUND OF THE INVENTIONS

[0001] 1. Field

[0002] The following invention disclosure is generally concerned withcomputer gaming and more specifically concerned with computer gamesresponsive to spatial attributes of a handheld mobile device.

[0003] 2. Prior Art

[0004] Computer Games

[0005] Computer games which are executed on a computer generally have aprogram flow which is variably selectable and dependent upon inputsprovided by a user or by a user's actions. A game program is formed by agame designing computer programmer in agreement with some game scheme ofinterest. During execution of game programming, logical branchingactions occur whereby a routine or plurality of routines are executed inview of the state of game program parameters.

[0006] In a computer game popularly known as ‘Solitaire’, a player movesa mouse peripheral device in ‘click-and-drag’ operations to cause a card‘object’ to be moved on a user interface (display) towards stacks ofsimilar card objects in accordance with the rules of the popular game.The game program responds to such user actions while monitoring thestate and condition of game elements, i.e. cards. In computerprogramming arts, game elements may sometimes be referred to as‘objects’.

[0007] Players of the computer game ‘Solitaire’ in the city Atlanta andplayers in the fine city Manchester follow identical rules and computerprogram flow control is identical and without variation in both cities.The computer program does not depend upon the location of the user. Therules of the game and the flow control of code execution does not dependupon the location of the player.

[0008] Games Controlled by a Joystick

[0009] Some popular computer games such as one known as ‘FlightSimulator’ receive user inputs which relate to the physical state ororientation of a device known as a ‘joystick’. Motion applied to ajoystick by a user's tactile forces direct the computer game programflow control. Thus, these games might be said to be responsive to‘orientation’; at least, with respect to a joystick.

[0010] The orientation of the joystick with regard to some neutralposition provides indication to the program of a user's intent to causean action which may be taken in software. In joystick controlled gameslike Flight Simulator, there is no regard whatever for the relationshipbetween the joystick and the compass directions about surface of theEarth. As far as a computer program is concerned, a joystick which ispointing North is the same as a joystick which is pointing Southwest.Flight Simulator program control does not account for the attitude of ajoystick with reference to the alignment of the Earth's magnetic field.

[0011] Multi-player Role Playing Games

[0012] Role playing games are computer games where players take-onidentities of a certain characters. ‘Doom’ and ‘Quake’ are examples ofmulti player role playing games. Doom and Quake also include a veryinteresting feature relating to players' locations. Since these aregames which are sometimes played in real-time on a wide area network,most notably the Internet, many players from diverse parts maysimultaneously engage in game play. Indeed, a Japanese person who doesnot understand a single word of the German language may be playingagainst some fellow living in Berlin. Without the ability to speak toeach other, people from any country may enjoy a vigorous competitionwith one another. Although it could be argued that game control logicwhich includes presentation of words and phrases is different in gamesbeing executed in Germany than those in Japan, the game control logic isotherwise identical despite minor language translations.

[0013] Virtual Pets

[0014] Tamagotchi virtual pets stimulated a bizarre craze in thecomputer game field. The state and condition of a virtual creature ismaintained and advanced by user interactive actions. For example, acrying virtual pet may need ‘caressing’. A simple user input may serveas a caress for a virtual pet. The longer a pet is left unattended whilecrying degrades the overall health and state of being associated withthe virtual pet. Similar effects and activity may occur in considerationof a ‘feeding’ state.

[0015] Although Tamagotchi was met with widespread interest, the crazeis not limited there. ‘MOPy Fish’ is a virtual pet character presentedby Hewlett Packard company. Other animal virtual pets include ‘HappyHamster’; Java Chocobo, a bird; ‘Cow Simulator’, and internet dairy cowsimulator; ‘Digital Guppie’ and ‘Neko’, virtual fish and catrespectively for Palm Pilot; and finally ‘Bright Chick’, a bird forMacIntosh users. These virtual pet computer type games arerepresentative of the latest state of the art.

[0016] Other Important Computerized Games-Toys

[0017] Furbies are for young children including parents and grandparentswho are still young at heart. They are small furry creaturesapproximately 4 inches wide by 8 inches tall by 6 inches deep. Createdby HPA/Tiger these virtual pets interact with their environment throughsight, touch, hearing and physical orientation. A Furby's eyes open andclose, ears wiggle and mouth moves when speaking. Furbies can be trainedto perform fun actions such as dancing, singing, and other tricks.However for security purposes, they are no longer welcome in thePentagon.

[0018] Of particular interest is the functionality relating to a Furbyand its proximity to another Furby. An electronic sensor is arranged todetect when a first Furby is placed nearby another Furby. When suchproximity condition is affirmed, both Furbies begin ‘talking’ to eachother in a peculiar Furby language.

[0019] The proximity sensor has no regard for absolute position of theFurby, for example it does not determine whether the Furby is in Chicagoor Phoenix, but rather it merely detects when another Furby is nearby.The sensor is therefore most appropriately classified as a proximitydetector rather than a position determining device. This distinctionwill become rather important in view of the entire disclosure whichfollows.

[0020] While the systems and inventions of the art are designed toachieve particular goals and objectives, some of those being no lessthan remarkable, these prior art inventions have limitations whichprevent their use in new ways now possible. These inventions of the artare not used and cannot be used to realize the advantages and objectivesof the present invention.

[0021] Detail review of the present inventors' previous patents whichrelate in part to these inventions taught here may lead to a more fullunderstanding. These patents including U.S. Pat. Nos. 6,173,239;6,098,118; 6,064,398; 6,037,936; 6,031,545; 5,991,827; 5,815,411;5,742,521; 5,682,332; and 5,625,765. More importantly, a U.S. patentapplication having Ser. No. 09/769,012 filed Jan. 24, 2001 containsdetailed information relating to the following inventions. That documentis explicitly and expressly incorporated herein by reference as if itwere reprinted in its entirety.

[0022] It should be understood that all of the herein referencedmaterials provide considerable definition of elements of the presentinvention. Therefore, those materials are incorporated herein byreference whereby the instant specification can rely upon them forenablement of the particular teachings of each.

SUMMARY OF THE INVENTIONS

[0023] Comes now: Thomas William Ellenby; Peter Malcolm Ellenby; JohnEllenby; Jeffrey Alan Jay; and Joseph Page with inventions of computergames having execution dependence with respect to spatial properties ofa mobile unit or plurality of mobile units including devices andmethods.

[0024] It is a primary function of these computer game systems torespond to the spatial state, and to changes in the spatial state of amobile unit or plurality of units; more particularly, the position andattitude of a mobile device. In best mode examples, a game schemeexecuted on a computing apparatus may be incorporated into a mobiletelephone having a GPS and electronic compass. The physical statesrelating to position and pointing attitude of the telephone as describedin part by position or attitude parameters, drives computer programmingcode to takes actions which depend on measured position and attitudevalues. In this way, sophisticated computer games for mobile users aremade highly interactive. User gestures including simple pointing actionsallow a user to express desires to a computer in an express and directfashion. These games have many features which cannot be found in moretraditional handheld computer games which do not take into considerationthe spatial state of an object controlled by a player-user. Thus theseinventions stand in contrast to methods and devices relating to computergames known in the art.

OBJECTIVES OF THE INVENTIONS

[0025] It is a primary object of these inventions to provide newcomputer games.

[0026] It is an object of these inventions to provide computer gamesresponsive to a player-user's position.

[0027] It is a further object to provide computer games responsive to aplayer-user's position and attitude.

[0028] It is an object to provide computer games responsive to theaddress state of a mobile unit.

[0029] A better understanding can be had with reference to detaileddescription of preferred embodiments and with reference to appendeddrawings. Embodiments presented are particular ways to realize theinvention and are not inclusive of all ways possible. Therefore, theremay exist embodiments that do not deviate from the spirit and scope ofthis disclosure as set forth by the claims, but do not appear here asspecific examples. It will be appreciated that a great plurality ofalternative versions are possible.

PREFERRED EMBODIMENTS OF THE INVENTIONS

[0030] In accordance with each of the preferred embodiments of theseinventions, there is provided computer programs, computer game apparatusand computer game methods. It will be appreciated that each of theembodiments described include programs, apparatus and methods and thatthe programs, apparatus and methods of one preferred embodiment may bedifferent than the programs, apparatus and methods of anotherembodiment. In consideration of the following examples, one can gain afirm appreciation of the spirit of the invention. The reader shouldremain mindful that these examples are presented without regard for thefull breadth and extent of these inventions in their entirety. Thus,these examples should not be used as a limit the scope of theseinventions, that scope is properly set forth by appended claims.

[0031] The following examples are directed to various types of computergames where position or attitude of a mobile unit device have effect onthe game play. These examples are also divided into categories. In eachof these categories, several examples are presented.

Virtual Entity Games

[0032] A virtual entity game, or sometimes known as a ‘role playing’game, provides a player with an alter ego or second self. In general, agame player navigates game scenarios and schemes trying to improve thehealth and wealth of a virtual entity associated with the player. Thevirtual entity can be subject to various challenges which may includethose relating to survival, pleasure, enrichment, among others. In thesevirtual entity games, challenges may be associated with the promotion ofa life being. Thus, a virtual entity game might begin with the creationof a virtual entity or the ‘birth’, and end with the destruction or‘death’ of the entity.

[0033] In special virtual entity games of these inventions, the virtualentity and general game play are highly affected and interactive with aplayer's instant location; more precisely, with the location of a mobileunit generally associated with a player. In addition, the spatialorientation of the mobile unit also may effect game play and the stateof game elements. Particularly, a reference pointing direction of amobile unit can be used to designate a direction of importance and gameplay can be driven by or effected by a particular selected direction ordirection change. The following examples of games having game playmodules responsive to position or attitude, or both, illustrate thismore precisely.

[0034] GeoPet

[0035] In a game herein called ‘GeoPet’, a virtual entity is formed andsubjected to travails of life and living. The game play, i.e. the rulesand function of the game are partly brought about by position andattitude measurements made at a mobile unit. For example, if the mobileunit associated with the GeoPet is in a shopping mall, a module formaking virtual ‘purchases’ to enrich an imaginary collection of ‘things’owned by the virtual entity could be executed. Alternatively, if themobile unit is near a restaurant, the GeoPet can be ‘fed’ in accordancewith game rules which might require feeding from time-to-time during thelife of a GeoPet. These and other states of the GeoPet are modified inaccordance with the rules of a particular game scheme which in-part isresponsive to position and attitude as measured at the mobile unit.

[0036] GeoPet Initiation

[0037] GeoPet game play may be started when a GeoPet is instantiated ina predetermined state. A computer game program causes a new GeoPet to beformed and continuously maintains or updates the state and condition ofthe GeoPet entity. The initial state may be the same for all playersstarting a game or may be set with a bias for ‘known’ players; i.e.where advanced and experienced players are starting an advanced gameplay. From initiation and thereafter, a game computer maintains thestate of a GeoPet virtual character. The state of a GeoPet virtualentity is specified via its collection of properties. An instantaneousvalue can be associated with each of these properties. In any givengame, a GeoPet character has a discrete collection of propertiesassociated therewith. These properties are configured at design timewhen a game designer creates a version of a GeoPet game.

[0038] In a first important illustration of how geography effects gameplay in a virtual entity game of these inventions, one should considertwo contrasting game players one each located in either Japan and inCalifornia. It is important to fully appreciate that these are not twodistinct games distributed via different geographical channels, butrather, the identical computer game being executed on the identicalcomputing platform; albeit those platforms being physically located intwo distinct locations Japan and California. On appropriate prompt fromthe normal execution of the computer game, a position determining meansmeasures the device position and uses that information in a gameinitialization routine. A game being determined to start in Japan mighthave characteristics and features tailored more to Japanese culture. Forexample, the game play language may be set to Japanese. Also, a Japaneseritual associated with birth may be played forth to celebrate the newvirtual being. Similarly, a game being initiated in California may adoptsome surf culture characteristics. Game play thereafter may depend uponthe location in which a GeoPet was ‘born’.

[0039] Introductory Practice

[0040] Game play may include introductory modules which can be run tointroduce new players to the game and certain game features. These mayinclude practice routines which demonstrate activities and skillsrelating to those found in normal play. They may include illustrationsof events likely to occur during the coarse of play. These initiationroutines may be interactive and relate to position and attitudemeasures.

[0041] In one case, an introductory module is arranged to teach a gameplayer how to effectively ‘point’ using a mobile telephone unit as a‘pointer’ apparatus. A direction reference is associated with thetelephone aligned with a longitudinal axis of the telephone case. Whilegripping the telephone, a user can readily point it about to designate adirection of interest. Similarly, a user might point the telephonetowards a target of interest to effect a target designation. The gamedemonstration module can command the user to point towards the sun. Inresponse, the user moves the telephone with her hands such that thetelephone direction reference is aligned in a direction which intersectsthe sun. This condition can be detected by comparisons of expected sunposition in the sky with position and direction measurements made at thetelephone via position and attitude determining means. If a usercorrectly points towards the sun and the computer detects suchoccurrence, an announcement is made to the user that she has properlyexecuted the task. Failure to address the sun via pointing similarlycould draw a response from the computer alerting the user of an errorand further providing an invitation to try again. Thus, introductorymodules may contain computer commands which interact with and areresponsive to position and attitude measurements made at a mobile unit.

[0042] Life of a GeoPet

[0043] After the creation or figurative ‘birth’ of a GeoPet, the GeoPetis subject to changes. These changes to the state of a GeoPet arebrought about in various ways and manner. Changes may occur as a resultof both actions taken by a game player and those which merely happen asa matter of course. In a very simple example, the mere passage of timecauses a GeoPet to age. The natural GeoPet aging process may causechanges to some properties of a GeoPet while having no effect on others.In one version, the property, ‘hair color’ is continuously changed withthe passage of time reflecting a ‘graying’ as the GeoPet matures. On theother hand, the property ‘eye color’ may be set at the beginning and notchange ever over the course of the game.

[0044] There are three basic elements which express a GeoPet computergame virtual entity. The GeoPet entity may have associated therewith:properties to measure the instantaneous state of the entity; methodswhich describe actions which may be taken with regard to the GeoPetvirtual entity; and events which occur in relation to the virtualentity. Most of the computer game activity will be drawn to theproperties, methods and events of the GeoPet character throughout thelife of the entity. A more complete and full understanding of this isreadily gained in view of the following illustrative examples of each.

[0045] Properties

[0046] To specify the instantaneous state of a GeoPet, a collection of‘properties’ are associated with the GeoPet object maintained by thecomputer. These properties may be manipulated in accordance with gamerules. Some of the game rules which operate on properties of a GeoPetdepend upon inputs relating to position and attitude measurements takenat the mobile unit.

[0047] User activity drives game play. When a user changes the positionand attitude of the mobile unit associated with the GeoPet, the computertakes appropriate responses. In these responses, changes to the GeoPetstate as expressed in the collection of properties are reflected.Examples of changes explicitly brought about by user activity are many.Although a few are presented here, one will readily appreciate that agame designer is only limited to her imagination. Various parameters notmentioned here can be created and assigned to a GeoPet character withoutdeviation from the spirit and scope of the invention. In an example of aGeoPet computer game, properties including: ‘social conscience’;‘health’; ‘spiritual’; ‘happiness’; ‘strength’; ‘net worth’; ‘beauty’;‘hunger’; ‘intelligence’, among others, may reflect the state of aGeoPet virtual entity throughout the coarse of the game. The followingparagraphs describe how these properties might be interactive with theplayer and actions of play taken by a player which may relate inparticular to the spatial states of the mobile unit.

[0048] A game stratagem may be adopted whereby a player tries toincrease the ‘social conscience’ property of her virtual pet. Forsystems integrated with mobile telephones, a user can point thetelephone towards ‘good’ and ‘bad’ objects identified as such in adatabase to show a player's awareness of these targets association with‘good’ or ‘bad’. A community recreation center is a valuable socialasset and a player upon seeing one can point-and-click to the target andexpress a ‘good’ or ‘bad’ indication. The database which has thecommunity center marked as a ‘good’ social facility provides a referencefor a comparison to user inputs. Upon concurrence, the computer adds tothe GeoPets ‘social conscience’ value. Upon identifying a park forchildren, the same action of point-and-click adds further to the GeoPetsocial conscience property. ‘Bad’ targets may include high pollutionoutput factories; gambling parlors and houses of prostitution, amongothers. Sunday visits to mother's house or with other family can beregistered as a positive action with social significance. Game routineshaving time and position inputs are made aware of the necessaryinformation to determine whether a Sunday visit to moms occurs. Thus, anevent may be triggered to add to the social conscience property of theGeoPet who visits mom.

[0049] One game scheme includes a GeoPet having a ‘health’ property. Aplayer is charged with the task of advancing the general health of herGeoPet. A GeoPet can be figuratively ‘sent to the gymnasium forexercise’. By execution of a series of predetermined motions of themobile unit, these exercises can be used to improve the value of thehealth property. In a simple case, exercises may include simple patternsof keystrokes on a common cell phone 12-key keypad. Other exercises mayinclude point-and-click events associated with proximity to sportingfacilities. Still further, exercises may include complex sequentialpointing operations such as tracing a predetermined pattern in space.These may include pointing sweep patterns which might be associated withsome exercise. GeoPet ‘jumping jacks’ exercises may include waving amobile unit up and down with an extended arm thereby changing theinclination in a reciprocating fashion. Upon detection of such changesto the mobile unit pointing direction, the game response can includeincreasing the GeoPet health state as expressed by the ‘health’property. When a GeoPet doesn't get enough exercise, its health value isreduced, it may get sick and become susceptible to other detrimentalactions, and it may even die. All of these events are regulated by gamerules which may be set up by a creative game designer. Although theprecise nature of any game may vary greatly from a first designer toanother, the notion that game play is responsive to position andattitude as measured in a mobile unit is unique and first taught here.

[0050] A ‘spiritual’ property may be arranged to reflect the spiritualstate of a GeoPet. A game scheme can be arranged whereby a playerperforms certain tasks to add value to the spiritual property; i.e. asort of ‘score’ on accomplishments related to spiritual matters. Forinstance, points may be awarded for performing certain ritualsassociated with a spiritual philosophy. These rituals may have somedependence upon position and attitude of a mobile unit. For example, asequential visit to a plurality of spiritual sites may earn points inthe spiritual category. More simply, GeoPets having a high valuespiritual property might be those who visit church or mosque on holydays. Some game schema which allow a player to enhance and improve aspiritual value may do so via attitude operations independent ofposition. An sweep motion over an arc may be measured as continuousregular changes to the pointing direction. A catholic player who sweepsout a sign of the cross at least once per hour can be awarded specialpoints for having such frequent spiritual thoughts. Similarly, a Muslimplayer may point towards Mecca at a prescribed five times throughout theday to reflect praise as suggested in certain rituals of prayer.

[0051] Some properties may be interrelated with others while stillhaving actions associated therewith which may add or subtract from thosevalues. A ‘happiness’ property is an example of this kind of effect. Thetotal happiness value can depend on the sum of values of spiritualproperty, the health property, and the social conscience property, amongothers. These may be summed in accordance with an algorithm arranged bya game designer. Without regard to other properties, the overallhappiness property can also be further affected by certain actionsrelating to position and attitude of a mobile unit. A mobile unit whichis measured to be in a location such as a Disneyland amusement park inAnaheim Calif., or recreation facility like a baseball stadium attractshappiness points added to the happiness property of a GeoPet. Further, amobile unit associated with a GeoPet which is in jail or the line at theDepartment of Motor Vehicles is penalized in points with regard to ahappiness sum.

[0052] Properties such as ‘strength’; ‘net worth’; ‘beauty’; ‘hunger’;‘intelligence’ and others, all may be associated with various game ruleswhich dictate how those properties will be assigned values and how theywill be incremented and decremented in accordance with certain actions,in particular, those actions which relate to or are affected by positionand attitude measures taken with respect to the position and directionreferences of a mobile unit. Although ‘properties’ may be used toexpress instantaneous states of a GeoPet via a static values, a GeoPetcomputer game is also comprised of actions which may operate in variousways where those actions depend upon position and attitude measures.

[0053] Methods

[0054] Although instant states of a GeoPet are specified at any giventime by a collection of properties, a GeoPet virtual entity is notcompletely specified by its properties alone. Rather, a GeoPet also hasassociated therewith a collection of ‘methods’ in addition to thecollection of properties. A method may be embodied as computer code in aroutine or series of routines which are executed whenever such method isinvoked. A player may desire that her GeoPet ‘eat’. To effect this, shetriggers an ‘eat’ method and instructions associated with the virtualentity ‘eating’ method are executed in the game program. Throughout thecourse of ‘eating’, one or more properties may change. In example, theproperty ‘happiness’, may be increased as eating tends to make creatureshappy. In addition, the property ‘strength’ may be increased. Theproperty ‘wealth’ may be decreased as the acquisition of food sometimesdepletes ones monetary resources. Thus, execution of a method may havean effect on values of a property or several properties. These effectsare all regulated in agreement with the rules designed by the gameauthor. More importantly, execution of some methods of a GeoPet virtualentity may depend upon position and attitude values as measured at amobile unit associated with the GeoPet. Of course, one will fullyappreciate that a game designer is limited only by imagination and somemethods not mentioned specifically here as examples are possiblyassociated with a GeoPet character without deviation from the spirit andscope of the invention. Examples of additional methods in a GeoPetcomputer game include the following.

[0055] As mentioned, a game play scheme could have a requirement that avirtual character be nourished from time-to-time throughout its life.Failure to execute an ‘eat’ method could have devastating effects on aGeoPet. The GeoPet could become malnourished, sick or even be met withdeath as a result of starvation. All these effects could be broughtabout via way of formulae defined in computer code provided by the gamedesigner. Of particular interest, are those methods which are connectedto position and attitude states and measures. The ‘eat’ method forexample might be related to position and attitude in the following way.At the expiration of some interval defined in a game rule set, a GeoPetbecomes hungry in a virtual sense and the game player is charged withthe task of making sure it is figuratively ‘fed’. A virtual feeding maybe brought about when a predetermined action is executed by the player.In some cases, a user may be required to point-and-click on arestaurant; i.e. to cause the trigger of a tactile action while themobile unit is spatially aligned with the restaurant thereby indicatingdesignation and selection of the restaurant by the user. The systemmeasures position and attitude and compares that information toinformation stored in a database of known objects to detect preciselythe objects being addressed by the mobile unit. Thus, at the time aGeoPet becomes hungry, a player might find herself near a McDonalds™restaurant. The player can operate the mobile unit through graphicaluser interfaces to trigger the ‘eat’ method while pointing and clickingon the McDonalds™ restaurant. In this way, the GeoPet virtual entity is‘fed’. A ‘happiness’ property value is increased and $4.95 for a HappyMeal™ is subtracted from the GeoPet net worth property. Further, anaudio clip is played to express delight feedback to the player, i.e. an“Mmmmm” sound is associated with satisfying a hunger need. A smiley faceicon or frame series motion graphic is provided at a visual display tofurther express pleasure and success to the game player. Of course, thisis just one embodiment of how an ‘eat’ method might work.

[0056] The rules might include dynamic features relating to an eatmethod. Where a GeoPet is fed McDonalds three times per day, the pointsallocated to happiness property are decreased in agreement with adiminishing returns principle. Alternatively, a certain GeoPet might beallergic to McDonalds food and have a distinct craving for a certainfood type like Texas BBQ. To further support the notion of GeoPets invarious cultures, a GeoPet born in Japan may have an affinity for nagirisushi and sake.

[0057] If a GeoPet does not like Chinese food, but has anotherpreference, for example, Italian food, then the game player would bebetter served to point-and-click on an Italian type restaurant to feedher GeoPet. Although a Chinese food serving may prevent starvation, itmay do little to improve the happiness property of the GeoPet. Theserules are written into the game at design time as algorithms in thecomputer code in agreement with method definitions.

[0058] It is most important for the reader to appreciate here that innormal game play, the device is operable for distinguishing a Chineserestaurant from an Italian restaurant without direct input from a user.A user merely points-and-clicks a mobile device of these inventions withrespect to a restaurant. In response, the mobile device measuresposition and attitude and performs a search on a database to determineand identify objects being addressed or ‘designated’. If they are of thecategory ‘Chinese restaurant’ they can trigger certain behavior in theeat method. Alternatively, if they are of the category ‘McDonaldsrestaurant’ they may trigger another response in the execution of an eatmethod. The ‘eat’ method is thereby sensitive and responsive to theposition and attitude of the mobile device. The ‘eat’ method may receiveas inputs information relating to objects being addressed which ofcourse depends upon position and attitude measure.

[0059] Game play may require a ‘sleep’ method be executed to cause aGeoPet to reenergized itself from time-to-time. A GeoPet sent to sleepwhile on the sea may enjoy a peaceful good nights rest. However, aGeoPet which is set to sleep near an airport or railroad tracks maysleep with periodic interruption and have the adverse result of notgetting a quality sleep value or a good night's rest. Game routines mayalso be arranged to connect the sleep method with other physical eventsrelated to the mobile unit of these inventions. For example, a sleepmethod may have code which responds to the charge state of a mobileunits batteries. Where the batteries are sufficiently discharged, the‘tired’ property may be at a relatively high value. As such, the needfor sleep is increased and a player must respond. To this end, a playermay be encouraged to connect her mobile telephone to a rechargingapparatus whereby the batteries are reenergize. The computer game couldthen reset the tired property. These functions and actions all beingpart of a certain ‘sleep’ method encoded as computer programming.

[0060] Another certain game scheme may be arranged to include a ‘play’method. A play method can be written into the game rule set whereby theplay method depends upon position and attitude. A player executing a‘play’ method causes her GeoPet to interact with detected surroundings.For example, where a play method is invoked on a freeway, a GeoPet mayengage the dangers and high risk of playing on a freeway. Although suchfreeway play may be exhilarating and stimulate the highest responsepossible with regard to excitement, such play may be accompanied byimmediate death. Frequently playing on freeways might bolster the valueof a ‘bravery’ property, it also might attract a premature end to thegame. Invoking a ‘play’ method at a gambling casino might bringrags-to-riches effects on a net worth property. Alternatively, ariches-to-rags condition may result. In either case, the position of themobile unit at the time the method is executed effects the ‘play’method. By addressing various places while invoking the ‘play’ method, aplayer causes her GeoPet to play in a manner with regard to thoseplaces.

[0061] A certain computer game in accordance with these inventions mightinclude a ‘read’ method whereby a GeoPet virtual entity ‘reads’ acertain object being addressed. While addressing an object viapoint-and-click operations, a player might invoke a read method to learnmore about the object. A data file associated with the object is ‘read’and added to a GeoPet knowledge base. By ‘reading’ objects addressed,i.e. performing the ‘read’ method on various objects, the GeoPet becomessmarter and more knowledgeable with regard to its particularsurroundings. In this way, a ‘read’ method also depends upon positionand attitude of the handheld device associated with the GeoPet.

[0062] Some games may be arranged with a ‘collect’ method. A ‘collect’method is driven by computer code routines to virtually gather objectsand place them into collections. A game strategy might require a playerto ‘collect’ famous landmarks. In response to this game requirement, aplayer upon passing a landmark performs a point-and-click operation toaddress the landmark and invoke the collect method. In agreement withthe ‘collect’ method, the landmark is saved and added to the collectionof landmarks associated as visited by the GeoPet. The reader willappreciate that a user must be in proximity to a landmark enabling herto address the site before being allowed to collect it. Thus, the actionof collecting, depends upon the position and attitude of the mobile unitassociated with the GeoPet.

[0063] Of course, the particular methods mentioned are just examples ofmethods which may be implemented in a game rule set. It is impossible toprovide an exhaustive list of all methods possible and the rules which agame designer may decide to associate with each of those methods. Nearlyevery verb in the dictionary might be arranged with a set of rulesimplemented as computer code which could be executed as a method of aGeoPet game. The inventive importance does not lie in any particularmethod but rather in the fact that a method may be responsive to ordepend upon position and attitude measurements of a mobile unitassociated with a virtual entity. Thus, methods may receive inputs withinformation which affects the execution of the method. The informationreceived in a method routine may be dependent upon a position andattitude measure and a database search.

[0064] Events

[0065] While ‘properties’ and ‘methods’ may comprise the majorityportion of a computer game virtual entity description, there remains yetanother element of import. ‘Events’ are associated with a virtual entityand these events tend to effect game play and status. Normal executionof some methods tend to raise ‘events’. The value of a property mightreach some level which triggers an ‘event’. An ‘Event’ is raisedwhenever the computer monitors a conditional test and determines thecondition is met or satisfied. In response to the raising of an ‘Event’the computer code may call for the execution of some methods or mayassign new values to some properties. It is best to consider an ‘Event’as a continuous test performed on a prescribed condition.

[0066] Events may depend upon the spatial state of a mobile unit. Theposition and attitude or the position alone or the attitude alone, mayraise an ‘Event’. A simple example of an event raised by the results ofa position measurement relates to the conditional test: ‘is the mobileunit presently in Chicago?’ which may be embodied in computerinstructions. Whenever a position measurement is made, the computerchecks the collection of event conditionals to see whether any are met.A mobile unit moving about in California would never meet the conditionset forth in this example and thus the event would never be raised.However, a player in Illinois might on occasion make a visit to theNorthern part of the state and in fact may arrive within the communityarea of Chicago, for example, upon a visit to the Chicago suburb St.Charles. When a position determining means provides information to thecomputer processor which indicates the device is in the Chicago area,the condition is met and the event is raised. As a result of the eventbeing raised, a computer program may be set to execute certain code. Inaddition, the computer may be instructed to execute certain associatedmethods or change certain properties.

[0067] In some game stratagems, events may be raised at random. Eventsraised at random may set into motion a required response. That responsemight be include a position and attitude dependent action. For example,in the life of a GeoPet, it might have the unfortunate random occasionto contract a virtual disease. In the event a GeoPet gets a disease, theplayer may be required to respond by taking the GeoPet to the hospitalwithin a prescribed amount of time. A GeoPet ‘taken to the hospital’ mayrecover from the event. However, one not cured might degrade over timeand become severely ill or die. The act of being ‘taken to the hospital’may include some prescribed position and attitude manipulation. In thisway, game play depends upon position and attitude of a mobile device;and in particular, for events which may be brought about randomly.

[0068] Methods and events are sometimes tightly interrelated. The method‘play on the freeway’ is closely related to the ‘hit by a car’ event.The probability of getting hit by a car is significantly increased whileplaying on a freeway. The detailed relationship between the two isdefined in computer code provided by a game designer. All the game rulesfor handling the consequences of playing on a freeway as well as beinghit by a car are accounted for in computer algorithms. Understandably,any particular code is highly variable from a first game design toanother.

[0069] Properties and events are also sometimes tightly interrelated.Where a ‘hit by a car’ event is raised, a health property might beseverely degraded. Conversely, some properties are arranged to raiseevents. For example, an event may be tied to the condition that thehappiness property is at least some predetermined value. Where the valueof the happiness property is less than the predetermined value, a‘depression onset’ event may be raised.

[0070] Networks

[0071] In some preferred versions of these computer games, a centralizedcomputer maintains the states of a plurality of GeoPets and centrallyexecutes game play. A central computer may be remotely located withrespect to various mobile units which are part of the game but incommunication therewith via a network. This is a preferred version wherethe mobile unit is the type described as a mobile telephone. By way ofmobile telephone networks, a mobile phone can communicate with a centralcomputer as required in game versions of this kind. Instructions andparameters are passed between the central computer and hand-heldtelephone units to effect transactions there between.

[0072] Alternative versions might include a network of small computerswithout a central computer. A plurality of computers might be arrangedto maintain a virtual entity within and to exchange messages overcommunications networks with similar devices in agreement with aprescribed protocol. In this way, a plurality of players can be incommunication with each other where each unit includes an independentcomputer device.

[0073] Interaction with Other GeoPets

[0074] To this point in the disclosure only rare mention is made ofgames in which players interact with other game players. However, theGeoPet game might be well suited for and accompanied by interactionbetween a plurality of players.

[0075] A game maintained at a central computer has access to informationrelating to several games and players simultaneously. The condition ofthe game community, the group of all players, therefore may also presentopportunity for interesting new game play. For example, where there areseveral players, a virtual payment from one player can be made toanother whereby the payor is depleted in net worth and the payee isenriched. Players might be associated as friends or enemies. Virtualmeetings can occur between more than one GeoPet. Collaborations,partnerships, or alliances might be formed between more than one playerin a effort to better navigate through game rules and coarse of play. Onthe other hand, challenges, fights, wars may be introduced as part ofthe life of a GeoPet in a community of GeoPet players. In this regard,it is interesting to note that game execution with regard to a firstplayer may also depend upon and be responsive to the position andattitude of another player's mobile unit. This can be more fullyappreciated in view of the next paragraph which describes a game wheretwo players engage in a fight type competition.

[0076] The physical proximity of an enemy GeoPet may disclosed to aplayer when the measured positions of both are compared and determinedto be within a predetermined range. On such occasion, a player may berequired to respond by fighting the enemy. The player might respond byguessing where the enemy is, directing his mobile unit to designate thatlocation, and executing a ‘shoot’ method. If the guess is correct, theenemy can be damaged by the action taken against him. In this way, a warbetween players might be part of a certain game scenario. This exampleillustrates that a game may be arranged where not only is the playaffected by the position and attitude of a first mobile unit, but alsoaffected by the position and attitude of a second unit associated withanother player.

[0077] Where a game has more than one player, family relationshipsbetween players might occur. An entire family tree might be maintainedto define the universe of GeoPet virtual entities. GeoPets may havepedigree and breeding rights planned into game rules. A shortage ofavailable GeoPets increases a real premium which might be associatedwith these virtual entities.

[0078] Death of a GeoPet

[0079] When a GeoPet reaches a termination point, it is said to have‘died’. The existence of the virtual entity is extinguished and the gameplay is finished.

[0080] Although considerable detail has been presented here to describehow a virtual entity game relates to the spatial state of a mobile unit,other games of considerable interest further illustrate how computergames of these inventions might be realized. These include treasure huntgames, hand skill games, quiz games, and path following games, amongothers. They may be more readily appreciated in view of the followingdescriptions.

Treasure Hunt Games

[0081] Treasure hunting games may include a scheme whereby a reward isassociated with a certain secret location and a player is challengedwith finding that location to collect the reward. Game schemes and playmay include receipt of clues to advance the player toward the secretlocation or may simply involve guessing. These treasure hunt games mightbe employed to advance a commercial or an educational purpose or may beprovided solely for entertainment. In treasure hunt games of theseinventions the game play, in some form or other, relates to and dependsfrom measured position and attitude of a mobile unit apparatus. Treasurehunt games, by way of example, may include the following.

[0082] GeoCache

[0083] Cache finding games have recently been developed aroundubiquitous GPS devices which hunters, hikers, athletes, environmentalenthusiasts, et cetera employ in pursuit of their respective objectives.A cache game sometimes includes a game scheme whereby a hidden cache isset up and players try to physically visit the site to retrieve ormerely discover the cache contents. Multiple clues distributed aboutvarious locations can provide further indication of the whereabouts ofthe final cache site. A player must make a visit to a predeterminedlocation to receive a clue in accordance with the game rule set.

[0084] These games however are limited to mental steps. The proceduresare executed in the minds of players but not in the computer of a GPS orother handheld unit. The GPS is merely a tool to measure position. Fromthose position measurements, a user navigates to predetermined locationsto find additional clues.

[0085] Further, in common cache games directional references are onlyimplied. One might come to the conclusion that a target lies in onedirection or another, but the game play as executed by a computer doesnot have a relationship with the relative directions as occurring inview of the game rule set.

[0086] ‘Win a Hamburger’

[0087] Treasure hunt games which enable a commercial objective are fullyanticipated. By way of example, a version of treasure hunt gamesincludes one whereby a player can win a hamburger. As part of anadvertising campaign, a commercial enterprise such as the fictitious‘Big Kahuna Burger’ hamburger company sponsors an interactive game formobile telephone users. For purposes of this disclosure, it is assumedthat mobile telephones comprise position determining means and/orattitude determining means. Such a ‘game’ may have a rule set whichincludes functions that depend upon the spatial state, i.e. position andattitude, of a user's mobile telephone.

[0088] In one version, a user plays the game by appropriately applyingclues provided. Clues may be paid out in response to the telephone beingin some physical state. For example, where the telephone is within twomiles of a Big Kahuna Burger retail outlet, a clue might include anaudio proximity indicator expressing that condition. By way of agraphical user interface or display screen, a user might be directed toa Big Kahuna Burger store where a reward for playing may include a freehamburger. Provided clues may change from time-to-time in view of theinstantaneous position and the direction of travel (change in positionover a time interval). The precise rule set may be configured forvarious commercial objectives and goals. Although particular rule setsmay be different one from another, it is clear the spirit of theinvention is met when a rule set is made responsive to position andattitude.

[0089] In advanced versions of the same game, directional informationcan also be included. The display screen might show an arrow aligned ina direction which indicates the physical location of the Big KahunaBurger store in relation to the user position at any location. Since theattitude of the device is measured and the position of the store isrecalled from memory, the relative position is calculated yielding apointer icon to indicate the whereabouts of the restaurant.

[0090] To further illustrate how a game rule set may be arranged toprovide a particular commercial advantage, one may consider thefollowing rule which may be adopted in a certain advertising strategy.To attract users to store locations previously unknown to a player, agame rule set might be configured such that a player only receives afree Big Kahuna burger at stores which have not previously been visited.In this way, a commercial enterprise can expose their many stores totheir loyal customers thereby increasing business. Where the objectivesof an advertising campaign are directed to maintaining customer loyalty,a player visiting her regular store might be rewarded with buyer creditsor ‘purchase points’. Accumulation of a prescribed number of pointsentitles the player to a free hamburger. In the course of play, a‘visit’ is automatically detected in view of the measured position ofthe mobile device. Where necessary, an authentication means can also beprovided. Where a purchase is necessary to earn the points, a codeprinted on a purchase receipt can be entered to verify the transactionand indicate to the game controller that the visit was a bona fide visitincluding a purchase.

[0091] One will appreciate that a very diverse set of rules may beconfigured to cooperate with and respond to position and attitudemeasurements.

Environmental Awareness Games

[0092] ‘Save the Kakapo’

[0093] An educational game of great importance is herein known as ‘Savethe Kakapo’. This game is important as it illustrates a valuable toolfor environmental awareness applications. In the ‘Save the Kakapo’version of a treasure hunt game, an endangered species of bird, theKakapo, serves as the main character of the underlying theme. Game playis arranged around actual circumstances which relate to the life andexistence of the Kakapo bird species. Players not only learn about theplight of the Kakapo, but also learn to preserve the species through aninteractive game medium.

[0094] In day-to-day activity, a player of a ‘Save the Kakapo’ gamereceives messages at a display screen user interface. These messages areprovided by the game code being executed on a computing apparatus withina mobile unit. The messages are aligned with an environmental awarenesstheme and one which relates particularly to the Kakapo bird.

[0095] In one example, a message reminding a player to choose plasticsacks at grocery store rather than paper is presented. Since paperrequires more of the forest to be cut away, this activity tends todestroy the natural Kakapo habitat. Thus, the game is arranged toprovide environmental awareness messages to the user in response to auser's visit to the grocery store. A game player who carries her mobiletelephone with her to the store causes the device to detect thecondition of a store visit. This is accomplished in view of the factthat a position measurement is made and a comparison to a databasereveals the mobile unit is near a grocery store. In response todetecting such condition, the game rule set provides that a remindermessage be sent which relates to the choice of grocery sacks which favorsaving the Kakapo.

[0096] In a similar fashion, environmental awareness groups couldarrange games having rules to target certain boycott strategies. Where acorporate policy is questionable and public pressure is needed to bringabout change, ‘Save the Kakapo’ players would receive instructionalmessages when visiting locations which relate to the corporate offender.In this way, a users position as measured at the mobile unit affectsgame play. In contrast, where corporate policy favors preservation ofthe species, the game may be set to encourage a user to visit entitiesrelating to the corporation. An enviromentally friendly corporationcould attract customers by sponsoring a ‘Save the Kakapo’ effort.

[0097] Any particular game rule set may include many other computerfunctions which are effected or driven by the location and pointing of amobile unit. For example, when a user points her mobile telephone whichis running a ‘Save the Kakapo’ game software towards a eucalyptus grove,the computer could generate a special audio alert to indicate eucalyptusas being a favored habitat of the Kakapo. Also, an audio presentationabout Kakapo relative species who may be present locally in theindicated eucalyptus grove. A guide of what to look for in identifyingsuch a species such that the player may find a bird which is a relativeto the Kakapo in the wild.

Path Following Games

[0098] Path following games include games which guide a player aboutlocations of interest and provide interactive games in conjunction withtravel or tours.

[0099] Of course, execution of path following computer games may dependupon position information as well as attitude and sometimes timeinformation. In some arrangements, position information as measured at amobile unit associated with a user drives various execution branches ofcomputer code. Thus, it is said here that game execution depends on auser's position. Similarly, game execution can also depend upon apointing direction or attitude expressed by a user via a mobile unithaving a direction reference. And further, in some special cases, gameplay may be effected by a time parameter as well. All three of theseconcepts are illustrated in the following examples of path followinggames.

[0100] In some versions of path following games, a measurement is madeof a mobile unit's pointing direction and that information is passed toa computer. Thereafter, a computer action is taken which depends uponthe pointing direction. In some path following games, directioninformation may also pass in the opposite direction. The computer maygenerate a direction indication based upon a game rule and convey thatdirection indication to the user via a graphical user interface. Inexample, an arrow icon may suggest to the user a certain direction ofrelevant nature. The user then can act on that directional informationto progress or advance in the game scheme depending on the indicateddirection. Thus, path following games include those games where acomputer suggests directional clues to a game player.

[0101] Tours relating to Historic Events—The Donner Party

[0102] An historic trek of great importance includes the journey knownas the ‘Donner Party”. This famous migration west provides adventuremakers and hikers with basis for computer games which depends greatlyupon position and attitude in agreement with the locations of importancein the actual Donner Party tragedy. A hiker-player can follow precisecourses and paths of the Donner Party groups via hints and directionsrelating to position and attitude provided by the game computer inresponse to measured position and attitude values in relation to similarrecorded information relating to the original trek. These actions can beset to a game theme administered by a mobile computing apparatus havingposition and attitude determining means. The game could be arranged asan annual adventure tour organized by a game promoter/tour operator.

[0103] In addition to position and attitude data, these games mayinclude time parameters as well to improve the realistic nature of agame presentation. For example, although a unskilled outdoorsman mightprefer not to make the passage in the winter, a more realistic gamewould be synchronized in time with the actual season of the true DonnorParty course. Pace of the game tour may also be regulated by timing ofthe actual events. Thus, preferred game schemes of this variety arearranged to cooperate with position and direction, and time as well. Byway of example, the following scenarios illustrate how game elementscould relate to the real life happenings of the Donner Party journey.

[0104] Leaving Springfield Ill. in the early spring, April 1846, membersof the Donner family headed for a new home in California. In what hasbecome the most famous of emigrant parties to cross the Sierra Nevadaalong the ‘Truckee Route’, members of this group suffered tremendously.Thus, an instance of a ‘Donner Party Exploration’ game could beinitiated in Illinois in April. A multi-player game could start witheach player being assigned to a actual member of the Donner Party. Therewere finally over 91 participants in the actual Donner Party, as such, agame scheme may be configured to similarly accommodate exactly 91distinct players. As a player assigned to an actual Donner party member,the game start location might vary from one player to another. Thevarious players meeting up with the group in agreement with the truemeetings which occurred more than 150 years prior.

[0105] The actual course taken by the families is well documented withremarkable detail as to precise dates and various location and events.Thus, these details can be incorporated into the journey schedule andgame play. Accordingly, games of these inventions include very realisticgames constructed to follow an interesting historic journey foreducation and recreational purposes. The game can also include ‘act out’sessions where game players would be faced with similar challenges andconditions recreated from the Donner Party notes and diaries. Forexample, side exploration treks taken by some members of the group suchas the hunting expedition which led to the killing of an 800 bear by thefamous hunter Mr. Eddy with Mr. Foster's gun who was given half the meatas payment for use of the gun. The game play may include short durationparticipation of some select players. For instance, one week treks ofgroups formed as the four rescue or ‘relief’ parties as they were known.Thus, networks of several players may be linked together in wirelesscommunications and follow the game play while being remotely locatedwith respect to other players. In this way, the game scheme is writtenabout a network of players acting in concert and directed from a singlegame administrator. There are many stories and events on record fromwhich actions designed in a game scheme would emulate. The followingexamples from the diaries illustrate how game play might be designedabout real events.

[0106] Mr. Eddy's Bear

[0107] “The next day, very faint from want of food, he resumed hishunting, and at length came upon an enormously large grisly-bear track.Under other circumstances, he would have preferred seeing the tracks ofone to seeing the animal itself. But now, weak and faint as he was, hewas eager to come up with it. He was not long in finding the object ofhis search. At the distance of about ninety yards, he saw the bear, withits head to the ground, engaged in digging roots. The beast was in asmall skirt of prairie, and Mr. Eddy, taking advantage of a largefirtree near which he was at the moment, kept himself in concealment.Having put into his mouth the only bullet that was not in his gun, sothat he might quickly reload in case of an emergency, he deliberatelyfired. The bear immediately reared upon its hind feet, and seeing thesmoke from Mr. Eddy's gun, ran fiercely toward him, with open jaws. Bythe time the gun was reloaded, the bear reached the tree, and, with afierce growl, pursued Mr. Eddy round it, who, running swifter than theanimal, came up with it in the rear, and disabled it by a shot in theshoulder, so that it was no longer able to pursue him. He thendispatched the bear by knocking it on the head with a club. Uponexamination, he found that the first shot had pierced its heart. He thenreturned to Mountain Camp for assistance to bring in his prize. Gravesand Eddy went out after the bear. They, however, finally contrived toget in the bear after dark. Mr. Eddy gave one half to Mr. Foster for theuse of the gun. A part of it was likewise given to Mr. Graves and toMrs. Reed. The bear weighed about 800 lbs.”

[0108] November 21, The Snowshoe Party

[0109] In late November, the group decided to make snowshoes to improvetheir ability to travel on the heavy snow. A game of these inventions isarranged to include a snowshoe experience whereby players constructsnowshoes from materials similar to those used in actual events.

[0110] “In the middle of December, certain members determined to succeedor expire, formed a party of 16 who become known as the ‘SnowshoeParty’. On the first day in particularly deep snow, about 12 feet deep,after having spent several days making snowshows from wagon bows and oxhide, they left the cabins to attempt to cross a divide which required a1200 foot assent. On the first day, while expecting to go 5 miles, theyonly made 3 before having to return at night. For the following monththis party made progress toward the Sacremento Valley and near the townof Colfax.”

[0111] Thus, these games could have special corresponding multi-dayjourney for the most hearty of explorers to coincide with the Snowshoeparty. The actual location, course and pace could be recreated for thehiking team to experience the actual events of the Snowshoe party.

[0112] Survival Lessons

[0113] Preferred games are arranged to include teaching elements.Modules arranged as survival lessons are modeled after actual events.Actual Donner Party participants were constantly faced with lifepreserving challenges. These can be incorporated into a game scheme andplayed out by players.

[0114] “In this critical situation, the presence of mind of Mr. Eddysuggested a plan for keeping themselves warm, which is common amongstthe trappers of the Rocky Mountains, when caught in the snow withoutfire. It is simply to spread a blanket on the snow, when the party, (ifsmall,) with the exception of one, sit down upon it in a circle, closelyas possible, their feet piled over one another in the centre, room beingleft for the person who has to complete the arrangement. As manyblankets as necessary are then spread over the heads of the party, theends being kept down by billets of wood or snow. After everything iscompleted, the person outside takes his place in the circle. As the snowfalls it closes up the pores of the blankets, while the breath from theparty underneath soon causes a comfortable warmth. It was with a greatdeal of difficulty that Mr. Eddy succeeded in getting them to adopt thissimple plan, which undoubtedly was the means of saving their lives atthis time. In this situation they remained thirty-six hours.”

[0115] Thus survival modules can be arranged to correspond with realevents in agreement with the actual locations and times these eventsoccurred.

[0116] While other games are well known whereby a player follows aseries of ‘waypoints’ programmed into a GPS. These games are notincorporated with the GPS computer and the computer is not arranged tofollow a game scheme and be responsive to detection of certain positionconditions or states. In addition, these game devices consider only theposition and position difference measures. Position difference measureyields a direction of travel, but does not account for user pointingactions. GPS devices may be moving North, while pointing East. In thisregard, the pointing direction of a device does not reflect thedirection of travel which may be orthogonal. Addition of a pointingdirection reference and measurement of its instantaneous values addsconsiderable functionality to guided tours games of these inventions.

[0117] While games dependent upon position, attitude and time are fullyanticipated here, some games are devised where these factors are notgiven equal importance without deviating from the essence of theinventions. For example, some preferred games of these inventions areindependent of either of these parameters, highly dependent uponanother, and loosely dependent upon a third. For example, one such gameincludes play independent of time, loosely dependent upon position, andhighly dependent upon pointing direction.

[0118] Tour of Alcatraz

[0119] A guided tour of the famous prison of Alcatraz island can beincorporated into a game rule set consistent with these concepts. ‘Tourof Alcatraz’ games can be configured to include games responsive toposition and/or attitude measurements relating to a user's position andorientation by way of a pointing mobile device. A computer detecting auser's position and address actions responds in accordance with a gamescheme to provide education and entertainment.

[0120] As a visitor to the landmark penitentiary follows a computerguided tour which is responsive to actions relating to position andpointing. A user might walk to a particular location and point hermobile unit toward a place of interest. The position and pointing actionis registered by the computer. The computer, under the correctconditions, launches a response appropriate for the position andattitude measured. For example, when a user points to the former cell ofthe ‘BirdMan of Alcatraz’, an audio clip could be played to describeinteresting facts associated with that prisoner.

[0121] The entire tour of the prison could be constructed about a gametheme where the game actions are taken in response to position andattitude states.

[0122] Experts might be quick to point out that guided audio tours ofAlcatraz are presently well developed. These audio tours areparticularly interesting as prior art references because the audiotracks played do respond to a user's position. As a user enters aparticular room or location, the user's proximity to a fixed transducercauses the tracks to change in accordance with the user's location. Thisis an elegant solution which allows audio tracks to be played in anyorder thus freeing a visitor to explore in a manner different from apredetermined sequence. However, it leaves significant and importantfunctionality. There is no ability in these systems to determineprecisely what part of a scene is being addressed by a user. Thesesystems do not account for pointing actions. Thus the informationpresented in general in nature and necessarily vague. Most of thesetypes of audio tours require a user to enter a code which indicates tothe computer which track to play rather than the computer measuring theuser's position. Thus a user position is implied via a coded system.

[0123] Tours of the Cosmos

[0124] Where a game story or theme is written with regard to theconstellations and great myths of gods and the universe, a game canguide an interested player on a tour of the night sky. One can fullyappreciate that game schemes of these very modern inventions can beconstructed about the oldest stories of our history in a manner toperpetuate and continue the stories.

[0125] These interesting embodiments have temporal-spatial relationshipsnot found in others versions of these inventions. In particular, themanner in which constellations move dictates the precise locations ofconstellations as a game player might view them from nearly any point onthe Earth's surface.

[0126] Because locations and relative positions of constellations andother objects in the night sky do not change appreciably when a personmoves from place-to-place on the Earth's surface, these games illustratea type which has little position dependence but strong time and pointingattitude dependence. A game computer is arranged with informationappropriate to determine the whereabouts of objects in the night sky.This is done quite accurately in view of sidereal time and knowledge ofa pointing direction with regard to a reference such as the Earth'srotation axis. In this way, a game theme is formulated to cooperate witha user's pointing actions, the present time at game play, and the everpresent constellations and cosmos.

[0127] These games serve as wonderful tools to explore the messages ofmythology as well as modern space science. The following game elementsare illustrative of activity one might find is such a ‘tour of thecosmos’ game of these inventions. To learn of relationships betweenparticular constellations, a game player might be challenged with firstfinding the location in the sky of the constellation Orion. By comparinga mobile unit pointing reference with known information relating to timeand the locations of constellations, a computer can generate hints toguide a game player to view Orion. In this way, it is said that thecomputer game scheme responds to attitude and time measurements todispense game play actions.

[0128] By way of stories told in relation to the constellations, onelearns of their physical relationships with respect to others. Forexample, one might learn that Orion is opposite in the sky to Scorpius.This is not by chance, but rather well formed in agreement with thewishes of the gods in agreement with mythology as follows.

[0129] Orion had no mother but was a gift to a pious peasant fromJupiter, Neptune, and Mercury. Orion was able to walk on water and hadgreater strength and stature than any other mortal. A skilledblacksmith, he fabricated a subterranean palace for Vulcan. He alsowalled in the coasts of Sicily against the encroaching sea and built atemple to the gods there. Orion fell in love with Merope, daughter ofOenopion and princess of Chios. Her father the king, however, would notconsent to give Orion his daughter's hand in marriage; even after thehunter rid their island of wild beasts. In anger, Orion attempted togain possession of the maiden by violence. Her father, incensed at thisconduct, having made Orion drunk, deprived him of his sight and cast himout on the seashore. The blinded hero followed the sound of a Cyclops'hammer till he reached Lemnos, and came to the forge of Vulcan, who,taking pity on him, gave him Kedalion, one of his men, to be his guideto the abode of the sun. Placing Kedalion on his shoulders, Orionproceeded to the east, and there meeting the sun-god, was restored tosight by his beam.

[0130] After this he dwelt as a hunter with Diana, with whom he was afavorite, and it is even said she was about to marry him. Her brotherApollo was highly displeased and chid her she was, after all, a virginhuntress, but to no purpose. One day, observing Orion wading through theocean with his head just above the water, Apollo pointed it out to hissister and maintained that she could not hit that black thing on thesea. The archer-goddess discharged a shaft with fatal aim. The wavesrolled the body of Orion to the land, and bewailing her fatal error withmany tears, Diana placed him among the stars (Bulfinch's Mythology,191-192). Apollo, worried for Diana's chastity, sent a scorpion to killOrion.

[0131] Orion is visible in the northern hemisphere in the south duringthe winter. He is generally shown as a hunter attacking a bull, Taurus,with an upraised club, and is easily recognizable by his bright belt ofthree stars. Orion, killed by Scorpius, was placed on the opposite sidesof the sky from Scorpius so that they are never visible at the sametime.

[0132] In agreement with concepts taught in the stories, games areconstructed to illustrate features of the sky in conjunction withdetails in the stories. Where reference is made in the story to spatialrelationships between constellations, i.e. “shown as a hunter attackinga bull, Taurus, with an upraised club” and “placed on the opposite sidesof the sky from Scorpius”, the game scheme can draw attention to theserelationships and incorporate the tour sequence such that these spatialhints are followed along with the stories. As an illustration of a gamewhich is highly dependent of time and pointing attitude but very nearlyindependent on position, one might consider a game formed about thestars.

Quiz—Knowledge Games

[0133] For purposes of these inventions, ‘quiz and knowledge’ type gamesare computer games which partly depend upon measured informationreceived from position and attitude determining means where the positionand attitude determining means are incorporated within a mobile unit.Typically, game play includes a challenge question and demands aparticular player response having to do with position and pointing.Thus, position and attitude information drives game program routines toeffect game play. These quiz games include at least the followingillustrative examples ‘Tour of the Cosmos’, and the quiz/memory game:‘Point to Home Run Landings’. A Tour of the Cosmos game first presentedin the previous section ‘Path Following Games’ serves as a very goodplatform to introduce these quiz and knowledge games as well. Thereforeone can appreciate that a single topic might serve well in various typesof these games.

[0134] Tour of the Cosmos

[0135] As described herein, a cosmology game is created with the nightsky as a stage. Where players are located high atop a mountain or in theclear desert air with a good view of the stars at night, these games aredesigned to include interactive activity with the constellations andplanets. In game schemes involving quiz activity, players are challengedby descriptions presented at a graphical user interface of a mobile unitto identify and find constellations and/or the stars therein.

[0136] A position determination is used with sidereal time to determinethe orientation of the stars with respect to the player at game time.The pointing direction or attitude of the mobile device is used todetermine precisely which star or constellation or other heavenly bodyis being addressed at any time. Thus, the game as embodied in computercode is responsive to the position, attitude and time of the mobiledevice as measure at the device.

[0137] This game is an important illustrative example. People playing inFinland have a different view of the night sky as those players in NewZealand. Thus, the game program must determine a particular playersposition and prepare a map of the night sky in view of sidereal timeappropriate for the location and time of play. In addition, the pointingactions are taken over a large solid angle. Although previous games mayonly involve pointing along the points of a compass i.e. North, South,East, West, et cetera, those points all being in a horizontal plane atthe location of the player, these cosmology games illustrate the truenature of ‘3-space’ applications where pointing direction is not limitedto a planar region.

[0138] In one version of an cosmology game, a display screen challengesplayers to find a named star. For example, the star named ‘Betelgeuse’may be presented as a first star to be identified. Experts in astronomywill verify that Betelgeuse represents the right shoulder of the Orionconstellation. It can be found in the equatorial coordinate system asfollows—right ascension: 5:55:10.307; declination: +7:24:25.35.

[0139] The declination of a celestial body, is its angle distancemeasured from the equator (0) to the north pole (90) or south pole(−90). Declination is expressed in degrees, minutes and seconds. Theright ascension of a celestial body, is its angle distance measuredeastwards along the celestial equator from the vernal equinox. Rightascension is expressed in hours, minutes and seconds based on a 24-hoursystem. In view of sidereal time and the measured players location, atranslation can be computed to determine the precise pointing directionwhich corresponds to a reference direction of the mobile unit beingaligned with the star. This can be compared to the actual pointingdirection to verify that the player is pointing toward Betelgeuse tomeet the game challenge. A player who confuses the left and rightshoulders of Orion would mistakenly point at the star Bellatrix foundat—right ascension: 5:25:7.857; declination +6:20:58.74. This star wouldhave associate therewith a different pointing direction easily detectedin the computer processing routines associated with the game. Playerscorrectly pointing to Betelgeuse get awarded points and furtherchallenges to find other astronomical bodies.

[0140] Various game schemes can be devised including those games whichhave a plurality of players and interactions between those players. Theplayers can even be located in different continents. They might be incommunication with one another as well as a central game server via theInternet, simple telephone or similar networks. It is important torealize here that the game and its subroutines are sensitive andresponsive to measured position and attitude of game player's mobileunits.

[0141] A game scheme including a plurality of players may also bearranged to be responsive to any of the players. Thus, action taken by afirst player might affect the game play at another player. In example, acontest to find a star is proposed to two players, one in Ohio the otherin Hawaii, simultaneously. The player look to the sky to find thechallenge star and the first to identify it and point to it wins thechallenge point. Upon addressing the star by pointing and clicking, thefirst player ‘locks-out’ the second player from scoring. Thus, an actiontaken by the player in Ohio, causes the game play in Hawaii to beaffected. This is an important concept of these games which illustrateshow actions relating to position and attitude in two remote locationsmight cooperate with a game scheme to form exciting play.

[0142] Point to Home Run Landings

[0143] As a sports fan appreciation game of these inventions, a baseballteam can sponsor a hand skill memory game. At the end of a live baseballgame, attending fans are invited to play the fan appreciation game.Locations of homerun landings are stored in a memory. Participants pointtheir mobile telephone to designate locations they believe representthose of actual home run landings. These serial designations can be madein the sequence which the actual home runs where hit. Players correctlyguessing the locations in proper sequence win a prize.

[0144] Because fans sit in various locations the relative location ofbaseball landing sites is different for each fan participant. However,since the position and attitude of each fan can be known to thecomputer, mapping to the guessed landing site is straightforward.

[0145] In an advanced version of the game, after each designation, alist of player names is offered at a graphical user interface. Theplayer, after properly guessing the landing site must select from thelist the hitter who made the home run. For each correct answer,additional points are tallied.

[0146] This example illustrates that quiz/memory/handskill may all becombined as a single game. The reader should remain mindful thatcombinations of games taught here are within the true spirit and scopeof these inventions. The examples are drawn to particular categories ofgames for clarity, but game designers will easily appreciate thatcombinations may serve well interesting applications.

Multi-Player Games

[0147] For purposes of these inventions, multi-player type games arecomputer games which may depend not only on a user's position andattitude, but also on the position and attitude and actions of anotherrelated user. In a previous example developed herein, a first player wassuccessful in meeting a challenge before another player could meet thesame challenge and that player was ‘locked-out’ from scoring points. Inthis way, multi-player games include cooperation and competition betweena plurality of players. As in other games, a player's position andattitude drives game program routines to effect game play. In addition,some game actions as defined by the game rule set are arranged torespond to position and direction conditions detected in competing orcooperating players which may be remotely located with respect to wherethe action is taken. Teams of players working together to accomplish acommon objective are also part of multi-player games of theseinventions. Players competing against each other are also part of theseversions of computer games dependent upon pointing and attitude. Withthese concepts, networks of game players are fully anticipated here.

[0148] Multi-player networked games may be embodied in either of twopreferred arrangements. In a first arrangement, players each have amobile unit and that mobile unit is in communication with a game servercomputer which dispenses game play; i.e. computer actions The actuallocation of the game server computer is independent of the players andmobile units and is in communication with the mobile unit via wirelesscommunication means. In alternative arrangements, the mobile unitsexecute game play in accordance with a rule set local to the mobileunit. The mobile unit can receive data and information from other units,but all actions taken are executions of code within the mobile unit. Inthis way, need for a central server is completely obviated. Thus, innetworked games, players may be in contact with a central server, orthere may be no server but games are executed on each player unit whichis made responsive to information sent to it from other units.

[0149] Tag

[0150] A simple game of tag is an old time children's' favorite.Combined here with high technology, a ‘Tag’ game is revived with a newand exciting twist. In versions of these inventions, a ‘Tag’ gameincludes use of a computer mobile device having position and attitudedetermining means running game software.

[0151] In a first version, a group of players each having a mobile unitin communication with a server computer enters into a game of ‘Tag’. Oneplayer is assigned the ‘it’ status and the other players are ‘free’. The‘it’ player must point-and-click on a ‘free’ player to rid herself ofthe ‘it’ status and pass ‘it’ to the other. ‘Free’ players meanwhile tryto stay clear of the ‘it’ player and the transfer of ‘it’ status.

[0152] All players have mobile units which maintain awareness of thatplayer's location. The central computer keeps track of not only thewhereabouts but the relative positions and proximity to other players.Thus the central computer running the game rules set may pay out cluesto any of the players to guide their play activity. For example, cluesmight be fed to an ‘it’ player exposing the approximate location ofcertain ‘free’ players. The ‘it’ player can then act on that providedinformation to more effectively pursue the target ‘free’ player.Similarly, ‘free’ players might receive hints relating to the proximityand direction of the pursuing ‘it’ player in order to improve changes ofescape. Of course, a game designer will ultimately decide the conditionsupon which these hints are provided. It is important to note thatcomputer game code responsive to position and attitude is used toachieve a game in agreement with these inventions.

[0153] Advanced versions of a ‘Tag’ game include better detail in thecharacterization of players. An ‘it’ player may be an ‘assassin’ and the‘free’ players his kill targets. Teams may be formed in multi-playergames and game schema relating to double-agents and double-crossactivity may be integrated with other game play. The precise nature of a‘Tag’ game of these inventions is only to be determined by a competentgame designer.

[0154] One will now fully appreciate how computer games which dependupon position or attitude measured at a mobile unit are realized.Although the present inventions has been described in considerabledetail with clear and concise language and with reference to certainpreferred versions thereof including the best mode anticipated by theinventor, other versions are possible. Therefore, the spirit and scopeof the invention should not be limited by the description of thepreferred versions contained therein, but rather by the claims appendedhereto.

What is claimed is: 1) Computer game apparatus comprising: a) a centralprocessing unit; b) position determining means; c) computer game code;and d) user interface, said central processing unit in communicationwith said position determining means whereby position information isconveyed to the central processing unit, the central processing unitbeing operable for executing said computer game code arranged to beresponsive to the position information, said position determining meansarranged to determine the position of a point reference and convey thatinformation to the central processing unit, said user interface iscoupled to said central processing unit whereby interface activitypresented depends upon position measurement. 2) Computer game apparatuscomprising a) a central processing unit; b) attitude determining means;c) computer game code; and d) user interface, said central processingunit in communication with said attitude determining means wherebyattitude information is conveyed to the central processing unit, thecentral processing unit being operable for executing said computer gamecode responsive to the attitude information, said attitude determiningmeans arranged to determine the attitude of a direction reference andconvey that information to the central processing unit, said userinterface is coupled to said central processing unit whereby interfaceactivity presented depends upon attitude measurement. 3) Computer gameapparatus comprising: a) a central processing unit; b) position andattitude determining means; c) computer game code; and d) userinterface, said central processing unit in communication with saidposition and attitude determining means whereby position and attitudeinformation is conveyed to the central processing unit, the centralprocessing unit further being operable for executing the computer gamecode responsive to the position and attitude information, said positionand attitude determining means arranged to determine the position of apoint reference and the attitude of a direction reference and conveythat information to the central processing unit, said user interface iscoupled to said central processing unit whereby interface activitypresented depends upon position and attitude measurement. 4) Computergame apparatus of claim 3, said apparatus further comprising memory, thememory comprising the computer game code, the computer game codecomprising a plurality of computer executable routines arranged tocooperate together to form a game rule set. 5) Computer game apparatusof claim 4, said game rule set is comprised of either of the followingfunctions from the group: challenge questions, awards for prescribedbehavior, score keeping functionality, time line processes, riddles,hand skill actions, and comparisons of actions taken by a user toprescribed acts. 6) A plurality of apparatus defined in claim 1 arrangedin a communication network whereby each apparatus is a node, each ofsaid apparatus in communication with at least one other. 7) A pluralityof apparatus of claim 6, each being arranged whereby actions taken atone node are communicated throughout the network and effect play atanother node. 8) Computer game apparatus comprising: a centralprocessing unit; position or attitude determining means; and userinterface, said central processing unit in communication with saidposition or attitude determining means whereby position and attitudeinformation is conveyed to the central processing unit, the centralprocessing unit further being operable for executing computer coderesponsive to position or attitude measures, said position or attitudedetermining means arranged to determine the position of a pointreference or the attitude of a direction reference and convey thatinformation to the central processing unit, said user interface iscoupled to said central processing unit whereby interface activitypresented is dependent upon a particular measure of position orattitude. 9) Methods for providing computer game entertainment, thesteps comprising: determining position of a point reference; conveyingsaid position measure to a computer processing unit; executing acomputer program routine which depends on position values; forming acorresponding game output; and conveying said output to a userinterface. 10) Methods for providing computer game entertainment, thesteps comprising: determining attitude of a direction reference;conveying said attitude measure to a computer processing unit; executinga computer program routine which depends on attitude values; forming acorresponding output; and conveying said output to a user interface. 11)Methods for providing computer game entertainment, the steps comprising:determining position of a point reference and attitude of a directionreference; conveying said position and attitude measure to a computerprocessing unit; executing a computer program routine having dependenceon position and attitude values; forming a corresponding output; andconveying said output to a user interface. 12) Methods of claim 11, saidexecuting computer program further defined as executing steps whereby agame scheme is supported. 13) Methods of claim 12, said game schemecomprises steps which are affected by steps taken at remote gameelements whereby information is conveyed over a network of game playerunits in communication with one another. 14) Methods for providingcomputer game entertainment, the steps comprising: determining positionof a point reference or attitude of a direction reference; conveyingsaid position or attitude measure to a computer processing unit;executing a computer program routine which depends on position orattitude values; forming a corresponding output; and conveying saidoutput to a user interface. 15) A computer game method, the method beingimplemented in a programmed computer comprising a processor, a datastorage system, at least one input device, and at least one outputdevice, the method comprising the steps of: (a) generating input datafor the programmed computer, the data comprising position and attitudeinformation; (b) inputting the generated input data into the programmedcomputer through at least one of the input devices for storage in thedata storage system; (c) applying, to the generated input data stored inthe data storage system, by means of the programmed computer a gamescheme algorithm; (d) applying the output information to at least one ofthe output devices. 16) A system for executing computer game play, thesystem comprising: (a) at least one input device for receiving datacomprising position or attitude information; (b) a computer storagesystem, coupled to at least one of the input devices, for storing datainput into the system through at least one of the input devices; (c) aprogrammable processor, coupled to the computer storage system and atleast one of the input devices, for processing the input data stored inthe data storage system to generate output data, in accordance withprogramming implementing the functions of a game scheme; and (d)applying the output data to at least one of the output devices. 17) Acomputer game program comprising a plurality of routines, at least oneof said routines having operations therein responsive to position orattitude measure. 18) A computer game program of claim 17, saidoperations are arranged to direct a change to the branching betweenroutines. 19) A computer game program of claim 18, said operations arearranged to trigger the execution an object method. 20) A computer gameprogram of claim 18, said operations are arranged to set the state of anobject property. 21) A computer game program of claim 18, saidoperations are arranged to raise an object event. 22) Computingapparatus configured to execute game play comprising a mobile unithaving a position reference, position determining means, at least onecomputer. 23) A computing apparatus of claim 22, said mobile unit isfurther defined by comprising a mobile telephone. 24) A computingapparatus of claim 22, said at least one computer includes two discretecomputing facilities including a server computer unit and a clientcomputer unit. 25) A computing apparatus of claim 24, said client beingintegrated with the mobile unit, said server is remote but incommunication with said mobile unit. 26) A computing apparatus of 24,said server computer is in wireless communication with said clientcomputer. 27) A computing apparatus of 26, said wireless communicationis a mobile telephone communication network. 28) A computing apparatusof 24, said server includes an executable software code component withinstructions which relate to a game strategy. 29) A computing apparatusof claim 22, further comprising a direction reference and attitudedetermining means. 30) A computing apparatus of claim 22, further iscomprised of executable code including modules arranged to receive pointreference position information as input values. 31) A computingapparatus of claim 22, further is comprised of executable code includingmodules arranged to receive direction reference attitude information asinput values. 32) Methods of computer game play comprising the steps: a)determining the position of a hand held mobile unit; and b) selectivelyexecuting computer program control branching based upon the values ofposition. 33) Methods of claim 32, further comprising the steps: c)determining the attitude of a hand held mobile unit; and d) selectivelyexecuting computer program control branching based upon the values ofattitude. 34) Methods of claim 33, further comprising the step: e)performing a database search of stored information to recall datarecords associated with objects near determined position. 35) Methods ofclaim 33, further comprising the step: e) performing a database searchof stored information to recall data records associated with objectsbeing addressed. 36) Methods of claim 34, further comprising the step:f) selectively executing computer program control branching based uponinformation in recalled data records. 37) Methods of claim 32, the stepsthereof being preceded by the step: g) manipulating a hand held mobileunit to cause its position and direction references to form anintersection spatial relationship with a geometric descriptor of anobject of interest. 38) Methods of claim 35, selectively executingprogram control based upon object types recalled from database in asearch step. 39) A game apparatus comprising: a computer withpreprogrammed computer code configured to execute game play, and amobile unit in communication with said computer, the mobile unitincluding a point reference, a position determining means, and a userinterface, whereby game play is dependant upon the position of the pointreference. 40) A game apparatus of claim 39, further comprising adirection reference and attitude determining means whereby game play isdependant upon the attitude of the direction reference.